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Comparing difference between and

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  • variables
  • {
  • global:
  • 0: Menu
  • 1: timerch
  • 2: normalmode
  • 3: hardmode
  • 5: timerarea
  • 6: normarea
  • 7: hardarea
  • 8: chosenamode
  • 9: soulvial
  • 10: altarres
  • 11: flipswitch
  • 14: atlarspeed
  • 19: TotalSoulsCollected
  • 22: chargeexitphase
  • 23: portalcharge
  • 26: altar2
  • 27: altar3
  • 28: altar4
  • 29: deathTimer
  • 31: infinitedeath
  • 32: level1
  • 33: level2
  • 34: level3
  • 35: level4
  • 36: level5
  • 37: level6
  • 38: level7
  • 39: level8
  • 40: enableChallenge
  • 41: plagueBringer
  • 42: mainLobbu
  • 43: teratoma
  • 44: cryoSentience
  • 48: allowSS
  • 49: sevLoad
  • 50: flawless
  • 51: lottaClip
  • 52: moon
  • 53: actFast
  • 54: asOne
  • 55: extraFlawless
  • player:
  • 4: expGoal
  • 5: level
  • 6: currentEXP
  • 7: pureSoul
  • 8: givemeurblood
  • 25: becomeboss
  • 26: newA
  • 27: newB
  • 30: thirdEye
  • 31: airPressure
  • 32: settleDown
  • 33: lethalInject
  • 34: choosingSkill
  • 35: moonstruck
  • 36: eject
  • 37: soulAura
  • 38: CurMeds
  • 39: soulShed
  • 40: pureShield
  • 41: soulSpire
  • 42: titansWrath
  • }
  • rule("Rule 18")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Custom String("souls collected"), Null, Null, Top, 1, Color(Sky Blue), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Null, String("{0} / {1}", Global.TotalSoulsCollected, 200), Top, 2, Color(White), Color(White),
  • Color(Lime Green), Visible To and String, Default Visibility);
  • disabled Create Progress Bar HUD Text(Event Player, Global.TotalSoulsCollected, Custom String("Souls Contained"), Top, 1, Color(Red), Color(
  • White), Visible To Values and Color, Default Visibility);
  • }
  • }
  • rule("Unlimited Time")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is True For All(All Players(Team 1), Is Alive(Event Player)) == True;
  • Global.Menu == True;
  • }
  • actions
  • {
  • Pause Match Time;
  • }
  • }
  • rule("Defeat")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is True For All(All Players(Team 1), Is Dead(Current Array Element)) == True;
  • Has Spawned(All Players(Team 1)) == True;
  • }
  • actions
  • {
  • Global.atlarspeed = True;
  • Destroy All Effects;
  • Destroy All In-World Text;
  • Wait(3, Ignore Condition);
  • Wait(4, Ignore Condition);
  • Declare Team Victory(Team 2);
  • }
  • }
  • rule("Rule 4")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Global.Menu == True;
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(188.208, 13.242, -46.523));
  • }
  • }
  • rule("-==MENU THINGIES==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.mainLobbu = True;
  • }
  • }
  • rule("Hallway")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("<-- Start Game || [W.I.P] -->"), Vector(160.148, 12.427, -46.548), 1,
  • Clip Against Surfaces, Visible To Position and String, Color(Orange), Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("<-- START GAME || HERO WARDROBE [FOR NOW] -->"), Vector(160.148,
  • 12.427, -46.548), 1, Clip Against Surfaces, Visible To Position and String, Color(Yellow), Default Visibility);
  • disabled Create In-World Text(All Players(All Teams), Custom String("CHALLENGES"), Vector(203.365, 11.550, -46.564), 2,
  • Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
  • }
  • }
  • rule("Entry door // Once done with menu, tp into vial 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • disabled Global.chosenamode == True;
  • Players Within Radius(Vector(156.871, 12.550, -30.459), 2, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Melee)) == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("3..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("2..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("1..."));
  • Wait(1, Abort When False);
  • Teleport(Players In Slot(0, Team 1), Vector(153.871, 12.319, -30.705));
  • Teleport(Players In Slot(1, Team 1), Vector(153.871, 12.319, -30.705));
  • Teleport(Players In Slot(2, Team 1), Vector(153.871, 12.319, -30.705));
  • Teleport(Players In Slot(3, Team 1), Vector(153.871, 12.319, -30.705));
  • Global.mainLobbu = False;
  • }
  • }
  • rule("-==OH BOI TIME TO CODE THE GAME OMEGALUL==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(157.748, 12.199, -30.501), 3.700, All Teams, Off) == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("punch the door to start the game"));
  • }
  • }
  • rule("Elims")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Players In Slot(0, Team 1)) == True;
  • }
  • actions
  • {
  • Abort If(Global.TotalSoulsCollected == 200);
  • Global.TotalSoulsCollected = Global.TotalSoulsCollected + 1;
  • }
  • }
  • rule("-==OH YEAH, ITS BOSS TIME==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Rule 39")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Respawning(All Players(Team 1));
  • Global.level1 = True;
  • Global.level1 = False;
  • Global.level2 = False;
  • Global.level3 = False;
  • Global.level4 = False;
  • Global.level5 = False;
  • Global.level6 = False;
  • Global.level7 = False;
  • Global.level8 = False;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level1 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(300, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Damage Dealt(Players In Slot(0, Team 2), 130);
  • Set Max Health(Players In Slot(0, Team 2), 200);
  • Set Move Speed(Players In Slot(0, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(0, Team 2), 2, Visible To Position and Radius);
  • Global.level2 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level2 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(600, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Max Health(Players In Slot(1, Team 2), 200);
  • Set Move Speed(Players In Slot(1, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(1, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(Players In Slot(1, Team 2), 130);
  • Global.level3 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level3 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(900, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Max Health(Players In Slot(2, Team 2), 200);
  • Set Move Speed(Players In Slot(2, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(2, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(Players In Slot(2, Team 2), 130);
  • Global.level4 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level4 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(1200, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Max Health(Players In Slot(3, Team 2), 200);
  • Set Move Speed(Players In Slot(3, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(3, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(Players In Slot(3, Team 2), 130);
  • Global.level4 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level4 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(1500, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Max Health(Players In Slot(4, Team 2), 200);
  • Set Move Speed(Players In Slot(4, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(4, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(Players In Slot(4, Team 2), 130);
  • Global.level5 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level5 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(1800, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Max Health(Players In Slot(5, Team 2), 200);
  • Set Move Speed(Players In Slot(5, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(5, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(Players In Slot(5, Team 2), 130);
  • Global.level6 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level6 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(2100, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Max Health(Players In Slot(6, Team 2), 200);
  • Set Move Speed(Players In Slot(6, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(6, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(Players In Slot(6, Team 2), 130);
  • Global.level6 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level6 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(2400, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Max Health(Players In Slot(7, Team 2), 200);
  • Set Move Speed(Players In Slot(7, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(7, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(Players In Slot(7, Team 2), 130);
  • Global.level7 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level7 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(2700, Ignore Condition);
  • Wait(60, Ignore Condition);
  • Set Max Health(All Players(Team 2), 150);
  • Set Move Speed(All Players(Team 2), 125);
  • Create Effect(All Players(All Teams), Sparkles, Color(Red), Players In Slot(7, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(All Players(Team 2), 125);
  • Global.level8 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level8 == True;
  • Global.enableChallenge == False;
  • }
  • actions
  • {
  • Wait(60, Ignore Condition);
  • Set Max Health(All Players(Team 2), 150);
  • Set Move Speed(All Players(Team 2), 125);
  • Create Effect(All Players(All Teams), Sparkles, Color(Red), Players In Slot(7, Team 2), 2, Visible To Position and Radius);
  • Set Damage Dealt(All Players(Team 2), 125);
  • }
  • }
  • rule("Sandhopper // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • McCree;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("SANDHOPPER"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("-==FINAL BOSS==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Rule 49")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.TotalSoulsCollected == 200;
  • }
  • actions
  • {
  • Resurrect(All Players(Team 2));
  • Wait(0.250, Ignore Condition);
  • Teleport(All Players(Team 2), Vector(140.520, 7.237, -46.772));
  • Wait(1, Ignore Condition);
  • Global.chargeexitphase = True;
  • }
  • }
  • rule("Rule 52")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.portalcharge == 100;
  • Players Within Radius(Vector(-96.472, 5.175, -87.300), 5, Team 1, Off) == True;
  • Global.flipswitch == True;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("PORTAL INITIALIZED... BEAMING UP SURVIVORS."));
  • Set Status(All Players(Team 1), Null, Phased Out, 9999);
  • Wait(5, Ignore Condition);
  • Declare Team Victory(Team 1);
  • }
  • }
  • rule("Rule 53")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create In-World Text(All Players(Team 1), String("{0}: {1}", Custom String("LEVEL"), Event Player.level), Event Player, 1.350,
  • Clip Against Surfaces, Visible To Position and String, Color(Lime Green), Default Visibility);
  • }
  • }
  • rule("-==DIFFICULTIES==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("setup soul vial")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Yellow), Global.soulvial, 8.700, Visible To Position and Radius);
  • Create Icon(All Players(All Teams), Global.soulvial, Bolt, Visible To and Position, Color(Red), True);
  • }
  • }
  • rule("Sandhopper // setup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • McCree;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Event Player.becomeboss == False;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Sandhopper // Roll")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • Event Player.becomeboss == False;
  • }
  • actions
  • {
  • Set Status(Players Within Radius(Event Player, 8, Team 1, Surfaces), Event Player, Knocked Down, 0.500);
  • Apply Impulse(Players Within Radius(Event Player, 8, Team 1, Off), Forward, 6, To Player, Cancel Contrary Motion);
  • Damage(Players Within Radius(Event Player, 8, Team 1, Surfaces), Event Player, 30);
  • }
  • }
  • rule("Sandhopper // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • McCree;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(96.637, 3.471, -72.368));
  • Start Scaling Player(Event Player, 0.850, True);
  • }
  • }
  • rule("Sandhopper // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • McCree;
  • }
  • conditions
  • {
  • Event Player.becomeboss == False;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 0.800);
  • }
  • }
  • rule("Steampunk Abomination // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Roadhog;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(33.286, 5.525, -95.381));
  • Teleport(Event Player, Vector(37.340, 5.617, -97.032));
  • Start Scaling Player(Event Player, 1.350, True);
  • }
  • }
  • rule("Steampunk Abomination // Hack hook")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • Roadhog;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • Event Player.becomeboss == False;
  • }
  • actions
  • {
  • Set Status(Victim, Event Player, Hacked, 3.500);
  • }
  • }
  • rule("Steampunk Abomination // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Roadhog;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("STEAMPUNK ABOMINATION"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("Steampunk Abomination // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Roadhog;
  • }
  • conditions
  • {
  • Event Player.becomeboss == False;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 13);
  • }
  • }
  • rule("Mechanical Cultist // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Zenyatta;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(33.286, 5.525, -95.381));
  • }
  • }
  • rule("Mechanical Cultist // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Zenyatta;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("MECHANICAL CULTIST"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("Mechanical Cultist // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Zenyatta;
  • }
  • conditions
  • {
  • Event Player.becomeboss == False;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 6);
  • }
  • }
  • rule("Rusty Artillery // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Bastion;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("RUSTY ARTILLERY"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("Rusty Artillery // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Bastion;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 12);
  • }
  • }
  • rule("Rusty Artillery // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Bastion;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(0.856, 14.490, -80.639));
  • Start Scaling Player(Event Player, 1.500, True);
  • }
  • }
  • rule("Phantom // Make invis")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reaper;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Set Invisible(Event Player, Enemies);
  • Set Status(Event Player, Null, Unkillable, 9999);
  • }
  • }
  • rule("Phantom // Knocked down when hit")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 2;
  • Reaper;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Knocked Down, 8);
  • Clear Status(Event Player, Unkillable);
  • Set Invisible(Event Player, None);
  • Wait(12, Ignore Condition);
  • Set Invisible(Event Player, Enemies);
  • Set Status(Event Player, Null, Unkillable, 9999);
  • Wait(0.500, Ignore Condition);
  • }
  • }
  • rule("Phantom // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Bastion;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-52.383, 7.522, -78.105));
  • }
  • }
  • rule("Phantom // 1 shot punch")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • Reaper;
  • }
  • actions
  • {
  • Kill(Victim, Event Player);
  • }
  • }
  • rule("Phantom // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reaper;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 15);
  • }
  • }
  • rule("Phantom // 1 shot punch")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Reaper;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Melee));
  • Wait(0.250, Abort When False);
  • Loop;
  • }
  • }
  • rule("Ice Demon // Freeze on hit")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • Mei;
  • }
  • actions
  • {
  • Set Status(Victim, Event Player, Frozen, 0.300);
  • }
  • }
  • rule("Ice Demon // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Mei;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("ICE DEMON"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("Ice Demon // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Mei;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 8);
  • }
  • }
  • rule("Ice Demon // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Mei;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-87.238, 6.312, -80.190));
  • }
  • }
  • rule("Leech // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Lúcio;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-47.911, 11.654, -39.576));
  • }
  • }
  • rule("Leech // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Lúcio;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("BRAIN LEECH"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("Leech // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Lúcio;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 6);
  • }
  • }
  • rule("Rule 71")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • Lúcio;
  • }
  • actions
  • {
  • Attach Players(Event Player, Victim, Null);
  • Damage(Victim, Null, 45);
  • Event Player.givemeurblood = True;
  • Set Primary Fire Enabled(Event Player, False);
  • }
  • }
  • rule("Rule 71")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • Lúcio;
  • }
  • actions
  • {
  • Detach Players(Event Player);
  • Set Primary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("Support Sentry // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Ana;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(80.886, 12.439, -68.393));
  • Set Status(Event Player, Null, Rooted, 9999);
  • }
  • }
  • rule("SUPPORT SENTRY // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Ana;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("SUPPORT SENTRY"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("Support Sentry // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Ana;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 9);
  • }
  • }
  • rule("Rule 78")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Ana;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) == 100;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ultimate));
  • Wait(0.250, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Rule 81")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.pureSoul = 5;
  • }
  • }
  • rule("Rule 82")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Respawning(Event Player);
  • }
  • }
  • rule("Leech // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(85.008, 12.144, -34.614));
  • }
  • }
  • rule("Leech // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Torbjörn;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("EMPTY HUSK"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("Leech // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Torbjörn;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 4);
  • }
  • }
  • rule("Leech // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Zarya;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-84.183, 9.820, -52.520));
  • }
  • }
  • rule("Leech // Show name")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Zarya;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("STARMADA"), Event Player, 0.800, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • rule("Leech // Respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Zarya;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 20);
  • }
  • }
  • rule("Rule 51")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.portalcharge == 100;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("FLIP THE SWITCH AT THE CASTLE TO OPEN THE RIFT."));
  • Global.chargeexitphase = False;
  • Global.flipswitch = False;
  • }
  • }
  • rule("Rule 90")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.flipswitch == True;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("RIFT OPENED."));
  • Create Effect(All Players(All Teams), Orb, Color(Purple), Vector(-96.472, 5.175, -87.300), 3, Visible To Position and Radius);
  • Create Icon(All Players(All Teams), Vector(-96.472, 5.175, -87.300), Arrow: Down, Visible To and Position, Color(Purple), True);
  • }
  • }
  • rule("-==TP CHARGE==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.chargeexitphase == True;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Vector(139.916, 7.236, -46.546), 16,
  • Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), String("{0} / {1}", Global.portalcharge, 100), Vector(139.916, 7.236, -46.546), 1.300,
  • Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
  • Wait(1, Ignore Condition);
  • Chase Global Variable At Rate(portalcharge, 100, 0.800, Destination and Rate);
  • }
  • }
  • rule("Rule 91")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Players Within Radius(Vector(139.916, 7.236, -46.546), 8, All Teams, Off), Button(Interact)) == True;
  • Players Within Radius(Vector(139.916, 7.236, -46.546), 8, Team 1, Surfaces) == True;
  • disabled Global.chargeexitphase == True;
  • Global.portalcharge == 100;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("10..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("9..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("8..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("7..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("6..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("5..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("4..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("3..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("2..."));
  • Wait(1, Abort When False);
  • Small Message(Event Player, Custom String("1..."));
  • Wait(1, Abort When False);
  • Global.flipswitch = True;
  • }
  • }
  • rule("[COMPLETE VARIABLE BANK]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • "-== Menu + Modes Variables ==-"
  • Global.Menu = True;
  • Global.timerch = False;
  • Global.normalmode = False;
  • Global.hardmode = False;
  • Global.chosenamode = False;
  • "-== Difficulty Locations ==-"
  • Global.timerarea = Vector(196.986, 11.549, -51.035);
  • Global.normarea = Vector(198.656, 10.455, -46.533);
  • Global.hardarea = Vector(197.317, 11.550, -41.642);
  • "-== Soul Vials ==-"
  • Global.soulvial = Players In Slot(0, Team 1);
  • Global.TotalSoulsCollected = 0;
  • "-==ALTARS==-"
  • Global.altarres = Vector(125.346, 11.175, -29.155);
  • }
  • }
  • rule("MOD // set souls to 99")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Has Spawned(Host Player) == True;
  • }
  • actions
  • {
  • Global.TotalSoulsCollected = 199;
  • }
  • }
  • disabled rule("Rule 99")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Has Spawned(Host Player) == True;
  • }
  • actions
  • {
  • Global.TotalSoulsCollected = 85;
  • }
  • }
  • rule("-==SWAP HEROES==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Slot 1 // Choose new hero if standing in new hero")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 0;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(159.048, 12.515, -61.681), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Wait(4, Abort When False);
  • Set Player Allowed Heroes(Event Player, Remove From Array(All Heroes, Hero Of(Event Player)));
  • Wait(0.250, Ignore Condition);
  • Reset Player Hero Availability(Event Player);
  • }
  • }
  • rule("Rule 102")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Sphere, Color(White), Vector(159.048, 12.515, -61.681), 5, Visible To Position and Radius);
  • }
  • }
  • rule("Shrine of Decay // Var + HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.altar2 = Vector(-108.022, 5.400, -53.609);
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Global.altar2, 5, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("SHRINE OF DECAY"), Global.altar2, 1.300, Clip Against Surfaces,
  • Visible To Position and String, Color(Red), Default Visibility);
  • }
  • }
  • rule("Shrine of Decay // Stand + F to res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.altar2, 5, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Event Player.pureSoul < 5);
  • Wait(1, Abort When False);
  • Event Player.pureSoul = Event Player.pureSoul - 5;
  • Resurrect(All Players(Team 1));
  • Teleport(All Players(Team 1), Global.altar2);
  • }
  • }
  • rule("Shrine of Decay // Var + HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.altar3 = Vector(78.408, 6.166, -98.882);
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Global.altar3, 5, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("SHRINE OF DECAY"), Global.altar3, 1.300, Clip Against Surfaces,
  • Visible To Position and String, Color(Red), Default Visibility);
  • }
  • }
  • rule("Shrine of Decay // Stand + F to res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.altar3, 5, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Event Player.pureSoul < 5);
  • Wait(1, Abort When False);
  • Event Player.pureSoul = Event Player.pureSoul - 5;
  • Resurrect(All Players(Team 1));
  • Teleport(All Players(Team 1), Global.altar3);
  • }
  • }
  • rule("Shrine of Decay // Var + HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.altar4 = Vector(-24.583, 13.175, -41.869);
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Global.altar4, 5, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("SHRINE OF DECAY"), Global.altar4, 1.300, Clip Against Surfaces,
  • Visible To Position and String, Color(Red), Default Visibility);
  • }
  • }
  • rule("Shrine of Decay // Stand + F to res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.altar4, 5, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Event Player.pureSoul < 5);
  • Wait(1, Abort When False);
  • Event Player.pureSoul = Event Player.pureSoul - 5;
  • Resurrect(All Players(Team 1));
  • Teleport(All Players(Team 1), Global.altar4);
  • }
  • }
  • rule("Shrine of Decay // Var + HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.altarres = Vector(124.408, 11.175, -29.729);
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Global.altarres, 5, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("SHRINE OF DECAY"), Global.altarres, 1.300, Clip Against Surfaces,
  • Visible To Position and String, Color(Red), Default Visibility);
  • }
  • }
  • rule("Shrine of Decay // Stand + F to res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.altarres, 5, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Event Player.pureSoul < 5);
  • Wait(1, Abort When False);
  • Event Player.pureSoul = Event Player.pureSoul - 5;
  • Resurrect(All Players(Team 1));
  • Teleport(All Players(Team 1), Global.altarres);
  • }
  • }
  • rule("-==LEVELS==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("HUD // Create HUD for levels")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, String("{0}: {1}", Custom String("LEVEL"), Event Player.level), Null, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, String("{0} / {1}", Event Player.currentEXP, Event Player.expGoal), Null, Null, Left, 2, Color(
  • Lime Green), Color(White), Color(Lime Green), Visible To and String, Default Visibility);
  • Event Player.expGoal = 5;
  • Event Player.level = 1;
  • }
  • }
  • rule("Tech // Elim -> +1 XP")
  • {
  • event
  • {
  • Player Earned Elimination;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Event Player.currentEXP = Event Player.currentEXP + Random Integer(1, 2);
  • }
  • }
  • rule("Tech // If XP = expGoal, +1 level and +2 to the goal towards next level")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.currentEXP >= Event Player.expGoal;
  • }
  • actions
  • {
  • Event Player.currentEXP = 0;
  • Event Player.expGoal = Event Player.expGoal + Random Integer(2, 4);
  • Event Player.level = Event Player.level + 1;
  • Event Player.pureSoul = Event Player.pureSoul + Random Integer(2, 6);
  • }
  • }
  • rule("HUD // Show Pure Souls of all players")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, String("{0}: {1}", Custom String("Pure Souls"), Event Player.pureSoul), Null, Left, 10, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Tech // Stop outlines")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Stop Forcing Player Outlines(All Players(Team 2), All Players(Team 1));
  • }
  • }
  • rule("Tech // Level 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 2;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 105);
  • Set Healing Dealt(Event Player, 105);
  • Set Move Speed(Event Player, 102);
  • Set Max Health(Event Player, 104);
  • }
  • }
  • rule("Tech // Level 3")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 3;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 110);
  • Set Healing Dealt(Event Player, 110);
  • Set Move Speed(Event Player, 106);
  • Set Max Health(Event Player, 108);
  • }
  • }
  • rule("Tech // Level 4")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 4;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 115);
  • Set Healing Dealt(Event Player, 115);
  • Set Move Speed(Event Player, 108);
  • Set Max Health(Event Player, 112);
  • }
  • }
  • rule("Tech // Level 5")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 5;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 120);
  • Set Healing Dealt(Event Player, 120);
  • Set Move Speed(Event Player, 110);
  • Set Max Health(Event Player, 116);
  • }
  • }
  • rule("Tech // Level 6")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 6;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 125);
  • Set Healing Dealt(Event Player, 125);
  • Set Move Speed(Event Player, 112);
  • Set Max Health(Event Player, 120);
  • }
  • }
  • rule("Tech // Level 7")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 7;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 130);
  • Set Healing Dealt(Event Player, 130);
  • Set Move Speed(Event Player, 114);
  • Set Max Health(Event Player, 124);
  • }
  • }
  • rule("Tech // Level 8")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 8;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 135);
  • Set Healing Dealt(Event Player, 135);
  • Set Move Speed(Event Player, 116);
  • Set Max Health(Event Player, 128);
  • }
  • }
  • rule("Tech // Level 9")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 9;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 140);
  • Set Healing Dealt(Event Player, 140);
  • Set Move Speed(Event Player, 118);
  • Set Max Health(Event Player, 132);
  • }
  • }
  • rule("Tech // Level 10")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 10;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 145);
  • Set Healing Dealt(Event Player, 145);
  • Set Move Speed(Event Player, 120);
  • Set Max Health(Event Player, 136);
  • }
  • }
  • rule("Tech // Level 11")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 11;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 150);
  • Set Healing Dealt(Event Player, 150);
  • Set Move Speed(Event Player, 122);
  • Set Max Health(Event Player, 140);
  • }
  • }
  • rule("Zenyatta // M2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Zenyatta;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • Wait(Random Real(0.600, 1.500), Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Sandhopper // Insta-kill headshot")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Event Was Critical Hit == True;
  • }
  • actions
  • {
  • Kill(Event Player, Attacker);
  • }
  • }
  • rule("Empty Husk // Turret")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • Wait(10, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Tech // Level 12")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 12;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 155);
  • Set Healing Dealt(Event Player, 155);
  • Set Move Speed(Event Player, 122);
  • Set Max Health(Event Player, 144);
  • }
  • }
  • rule("-==TELEPORTER==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Tech // If in escape phase, no respawn time for enemies")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.flipswitch == True;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 0);
  • }
  • }
  • rule("Variables // deathTimer == False")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.flipswitch == True;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("PORTAL STATUS: STABLE"));
  • Global.deathTimer = 40;
  • Create HUD Text(Event Player, String("{0} {1}", Global.deathTimer, Custom String("UNTIL PORTAL DETONATES")), Null, Null, Top, 20,
  • Color(Red), Color(White), Color(White), Visible To and String, Default Visibility);
  • Wait(5, Ignore Condition);
  • Chase Global Variable At Rate(deathTimer, 0, 1, Destination and Rate);
  • Wait(10, Ignore Condition);
  • Big Message(Event Player, Custom String("PORTAL STATUS: STABLE"));
  • Wait(10, Ignore Condition);
  • Big Message(Event Player, Custom String("PORTAL STATUS: UNSTABLE"));
  • Wait(10, Ignore Condition);
  • Big Message(Event Player, Custom String("PORTAL STATUS: CRITICAL"));
  • Wait(10, Ignore Condition);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Red), Event Player, 200);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Orange), Event Player, 200);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Yellow), Event Player, 200);
  • Global.infinitedeath = True;
  • }
  • }
  • rule("Enemies // All enemies now take -30% knockback")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.portalcharge == 100;
  • }
  • actions
  • {
  • Set Knockback Received(All Players(Team 2), 0);
  • }
  • }
  • disabled rule("MOD // everyone invincible")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player == Host Player;
  • }
  • actions
  • {
  • Set Damage Received(Event Player, 0);
  • }
  • }
  • rule("Rule 113")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.flipswitch == True;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 200);
  • }
  • }
  • rule("Soldier:76 // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(96.637, 3.471, -72.368));
  • Start Scaling Player(Event Player, 0.750, True);
  • Start Modifying Hero Voice Lines(Event Player, 8, True);
  • }
  • }
  • rule("Thief // Take ult charge and raise cooldowns when dealing damage")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • Soldier: 76;
  • }
  • actions
  • {
  • Abort If(Ultimate Charge Percent(Victim) == 100);
  • Set Ultimate Charge(Victim, Ultimate Charge Percent(Victim) - 1);
  • Set Ability Cooldown(Victim, Button(Ability 1), Ability Cooldown(Victim, Button(Ability 1)) + 0.350);
  • Set Ability Cooldown(Victim, Button(Ability 2), Ability Cooldown(Victim, Button(Ability 2)) + 0.350);
  • Set Ability Cooldown(Victim, Button(Secondary Fire), Ability Cooldown(Victim, Button(Secondary Fire)) + 0.350);
  • Wait(0.200, Ignore Condition);
  • }
  • }
  • rule("Mechanical Cultist // Spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Sombra;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(33.286, 5.525, -95.381));
  • }
  • }
  • rule("Rule 117")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Has Status(Event Player, Hacked) == True;
  • }
  • actions
  • {
  • Start Damage Over Time(Event Player, Players On Hero(Hero(Sombra), Team 2), 5, 25);
  • }
  • }
  • rule("Rule 118")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Sombra;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Rule 119")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Wait(8, Abort When False);
  • Press Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Tech // Level 13")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 13;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 160);
  • Set Healing Dealt(Event Player, 160);
  • Set Move Speed(Event Player, 124);
  • Set Max Health(Event Player, 148);
  • }
  • }
  • rule("Tech // Level 14")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 14;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 165);
  • Set Healing Dealt(Event Player, 165);
  • Set Move Speed(Event Player, 128);
  • Set Max Health(Event Player, 152);
  • }
  • }
  • rule("Tech // Level 13")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 15;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 170);
  • Set Healing Dealt(Event Player, 170);
  • Set Move Speed(Event Player, 130);
  • Set Max Health(Event Player, 156);
  • }
  • }
  • rule("Rule 124")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • Roadhog;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Heal(Victim, Null, 100000);
  • }
  • }
  • rule("Rule 124")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.infinitedeath == True;
  • }
  • actions
  • {
  • Teleport(All Players(Team 1), Vector(0, 0, 0));
  • Kill(All Players(Team 1), Null);
  • Wait(0.250, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Initialize number of double jumps in (A)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.airPressure == True;
  • }
  • actions
  • {
  • Event Player.newA = 1;
  • }
  • }
  • rule("Allow double jump (B) if you are > 0.8 altitude, not holding jump button, and have double jumps (A)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Altitude Of(Event Player) > 0.800;
  • Is Button Held(Event Player, Button(Jump)) == False;
  • Event Player.newA > 0;
  • Event Player.airPressure == True;
  • }
  • actions
  • {
  • Event Player.newB = True;
  • }
  • }
  • rule("Disallow double jump (B) if you are out of jumps (A)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.newA <= 0;
  • Event Player.airPressure == True;
  • }
  • actions
  • {
  • Event Player.newB = False;
  • }
  • }
  • rule("If you jump while in the air and double jump is allowed (B), double jump and consume a charge (A)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.newB == True;
  • Is Button Held(Event Player, Button(Jump)) == True;
  • Event Player.airPressure == True;
  • }
  • actions
  • {
  • Abort If(Hero Of(Event Player) == Hero(Genji));
  • Abort If(Hero Of(Event Player) == Hero(Hanzo));
  • Apply Impulse(Event Player, Up, 11, To World, Cancel Contrary Motion);
  • Event Player.newA -= 1;
  • }
  • }
  • rule("Touching the ground resets your jump count (A) and disallows double jump (B)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is In Air(Event Player) != True;
  • Event Player.airPressure == True;
  • }
  • actions
  • {
  • Event Player.newA = 1;
  • Event Player.newB = False;
  • }
  • }
  • rule("==SS==")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Event Player.choosingSkill = False;
  • Create HUD Text(Event Player, Custom String("soul skills"), Null, Null, Right, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("Hold player in the menu")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.choosingSkill == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Set Status(Event Player, Null, Rooted, 9999);
  • Set Damage Received(Event Player, 0);
  • Set Ability 1 Enabled(Event Player, False);
  • Set Ability 2 Enabled(Event Player, False);
  • Set Primary Fire Enabled(Event Player, False);
  • Set Secondary Fire Enabled(Event Player, False);
  • Set Ultimate Charge(Event Player, 100);
  • Set Status(Event Player, Null, Invincible, 9999);
  • }
  • }
  • rule("Let go of player if they chose a skill")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.choosingSkill == False;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Clear Status(Event Player, Invincible);
  • Clear Status(Event Player, Phased Out);
  • Clear Status(Event Player, Rooted);
  • Set Damage Received(Event Player, 100);
  • Wait(0.250, Ignore Condition);
  • Set Ability 1 Enabled(Event Player, True);
  • Set Ability 2 Enabled(Event Player, True);
  • Set Primary Fire Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("Level 4 // Choose between 3rd Eye / Air Pressure / Settle Down / Closer than Close")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 4;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Event Player.choosingSkill = True;
  • Big Message(Event Player, Custom String("NEW SOUL SKILLS AVAILABLE"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String("[ABILITY 1 + PRIMARY FIRE] THIRD EYE - Headshots do 0.5x (+50%)"));
  • Small Message(Event Player, Custom String("[ABILITY 1] THIRD EYE - Headshots do 0.5x (+50%)"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String("[ABILITY 2 + PRIMARY FIRE] AIR PRESSURE - Double jump"));
  • Small Message(Event Player, Custom String("[ABILITY 2] AIR PRESSURE - Double jump"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String("[SECONDARY FIRE + PRIMARY FIRE]Settle Down - Hold crouch to heal"));
  • disabled Wait(2.500, Ignore Condition);
  • disabled Small Message(Event Player, Custom String(
  • "[RELOAD + PRIMARY FIRE] LETHAL INJECTION - Take more damage but poison enemies on hit"));
  • Small Message(Event Player, Custom String("[SECONDARY FIRE] Settle Down - Hold crouch to heal"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String("[RELOAD] NO EXTRAS - Reloading with ammo gives armor"));
  • disabled Create HUD Text(Event Player, Custom String("[ABILITY 1 + PRIMARY FIRE] THIRD EYE - Headshots do 0.5x (+50%)"), Null, Null, Top, 3,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String("[ABILITY 2 + PRIMARY FIRE] AIR PRESSURE - Double jump"), Null, Null, Top, 3, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String("[SECONDARY FIRE + PRIMARY FIRE] Settle Down - Hold crouch to heal"), Null, Null, Top,
  • 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String(
  • "[RELOAD + PRIMARY FIRE] LETHAL INJECTION - Take more damage but poison enemies on hit"), Null, Null, Top, 3, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Level 4 // Ab 1 + M1 to unlock Third Eye")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 4;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • disabled Destroy HUD Text(Last Text ID);
  • disabled Wait(0.250, Ignore Condition);
  • disabled Destroy HUD Text(Last Text ID);
  • disabled Wait(0.250, Ignore Condition);
  • disabled Destroy HUD Text(Last Text ID);
  • disabled Wait(0.250, Ignore Condition);
  • disabled Destroy HUD Text(Last Text ID);
  • Event Player.thirdEye = True;
  • Wait(0.200, Ignore Condition);
  • Wait(0.250, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("THIRD EYE - 0.5x Headshot Damage"), Right, 1, Color(White), Color(White),
  • Color(Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked third eye")));
  • }
  • }
  • rule("Third Eye // Give effects")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Was Critical Hit == True;
  • Event Player.thirdEye == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Victim, 1.200);
  • Damage(Victim, Event Player, 28);
  • }
  • }
  • rule("Level 4 // Ab 2 + M1 to unlock Double Jump")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 4;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Ability 2)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.airPressure = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("AIR PRESSURE - Double jump"), Right, 1, Color(White), Color(White), Color(
  • Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked air pressure")));
  • }
  • }
  • rule("Level 4 // M2 + M1 to unlock Settle Down")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 4;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.settleDown = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("SETTLE DOWN - Crouch to heal"), Right, 1, Color(White), Color(White),
  • Color(Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked settle down")));
  • }
  • }
  • rule("Settle Down // Give effects")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Event Player.settleDown == True;
  • Is On Ground(Event Player) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Heal(Event Player, Event Player, 4);
  • Wait(0.200, Abort When False);
  • Heal(Event Player, Event Player, 6);
  • Wait(0.260, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • disabled rule("Level 4 // R + M1 to unlock Toxic Pours")
  • rule("Level 4 // R + M1 to unlock Toxic Pours")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 4;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.lethalInject = True;
  • Create HUD Text(Event Player, Null, Null, Custom String("Toxic Pours - Take more damage but poison enemies on hit"), Right, 1,
  • Color(White), Color(White), Color(Yellow), Visible To and String, Default Visibility);
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("No extras - Gain armor when reloading with ammo"), Right, 1, Color(White),
  • Color(White), Color(Yellow), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked toxic pours")));
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked no extras")));
  • }
  • }
  • disabled rule("Toxic Pours // Give effects")
  • rule("Toxic Pours // Give effects")
  • {
  • event
  • {
  • Player Took Damage;
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.lethalInject == True;
  • Is Reloading(Event Player) == True;
  • Ammo(Event Player, 0) > 0;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Abort If(Attacker == Event Player);
  • Start Damage Over Time(Attacker, Event Player, 2, 1.050);
  • Abort If(Ammo(Event Player, 0) == Max Ammo(Event Player, 0));
  • Add Health Pool To Player(Event Player, Armor, Random Integer(10, 30), False, False);
  • }
  • }
  • rule("Level 10 // Choose between Moonstruck / Curious Medicine / Soul Aura / Eject")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 10;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Event Player.choosingSkill = True;
  • Big Message(Event Player, Custom String("NEW SOUL SKILLS AVAILABLE"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String("[ABILITY 1 + PRIMARY FIRE] MOONSTRUCK - Enemies mindlessly walk to you when ulting"));
  • Small Message(Event Player, Custom String("[ABILITY 1] MOONSTRUCK - Enemies mindlessly walk to you when ulting"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String("[ABILITY 2 + PRIMARY FIRE] CURIOUS MEDICINE - Immune to all CC"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String(
  • "[SECONDARY FIRE + PRIMARY FIRE] SOUL AURA - +10 Souls when you die; Damaging aura at max HP"));
  • Small Message(Event Player, Custom String("[SECONDARY FIRE] SOUL AURA - +10 Souls when you die; Damaging aura at max HP"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String(
  • "[RELOAD + PRIMARY FIRE] EJECT - At low health teleport to a teammate and heal yourself"));
  • Small Message(Event Player, Custom String("[RELOAD] EJECT - At low health teleport to a teammate and heal yourself"));
  • disabled Create HUD Text(Event Player, Custom String("[ABILITY 1 + PRIMARY FIRE] THIRD EYE - Headshots do 0.5x (+50%)"), Null, Null, Top, 3,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String("[ABILITY 2 + PRIMARY FIRE] AIR PRESSURE - Double jump"), Null, Null, Top, 3, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String("[SECONDARY FIRE + PRIMARY FIRE] Settle Down - Hold crouch to heal"), Null, Null, Top,
  • 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String(
  • "[RELOAD + PRIMARY FIRE] LETHAL INJECTION - Take more damage but poison enemies on hit"), Null, Null, Top, 3, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Level 10 // Ab 1 + M1 to unlock Moonstruck")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 10;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.airPressure = True;
  • Create HUD Text(Event Player, Null, Null, Custom String(
  • "MOONSTRUCK - Enemies mindlessly walk to you when you use your ultimtate."), Right, 2, Color(White), Color(White), Color(Red),
  • Visible To and String, Default Visibility);
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("MOONSTRUCK - Enemies mindlessly walk to you when you use your ultimate."),
  • Right, 2, Color(White), Color(White), Color(Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked moonstruck")));
  • }
  • }
  • rule("Moonstruck // Give EFX")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • Event Player.moonstruck == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Set Status(Players Within Radius(Event Player, 30, Team 2, Surfaces), Null, Stunned, 7);
  • Teleport(Players Within Radius(Event Player, 30, Team 2, Surfaces), Event Player);
  • }
  • }
  • rule("Level 10 // Ab 2 + M1 to unlock Curious Medicine")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 10;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Ability 2)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.CurMeds = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("CURIOUS MEDICINE - Immune to CC"), Right, 2, Color(White), Color(White),
  • Color(Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked curious medicine")));
  • }
  • }
  • rule("CurMeds // Anti-Stun")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.CurMeds == True;
  • Is Alive(Event Player) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Clear Status(Event Player, Hacked);
  • Clear Status(Event Player, Stunned);
  • Clear Status(Event Player, Frozen);
  • Clear Status(Event Player, Knocked Down);
  • Wait(0.250, Abort When False);
  • Wait(0.001, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Level 10 // M2+ M1 to unlock Soul Aura")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 10;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.soulAura = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String(
  • "SOUL AURA - Hurt enemies at full HP. Explode and +10 Pure Souls on death."), Right, 2, Color(White), Color(White), Color(Red),
  • Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked soul aura")));
  • }
  • }
  • rule("SoulAura // +10 PS on death")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dead(Event Player) == True;
  • Event Player.soulAura == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Event Player.pureSoul = Event Player.pureSoul + 10;
  • Event Player.pureSoul = Event Player.pureSoul + 5;
  • }
  • }
  • rule("Rule 149")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Health(Event Player) == Max Health(Event Player);
  • Event Player.soulAura == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Good Explosion, Color(Blue), Event Player, 20);
  • Damage(Players Within Radius(Event Player, 20, Team 2, Surfaces), Event Player, 20);
  • Wait(2.350, Abort When False);
  • Damage(Players Within Radius(Event Player, 20, Team 2, Surfaces), Event Player, 40);
  • Wait(2.200, Abort When False);
  • Loop;
  • }
  • }
  • rule("Level 10 // Ab 2 + M1 to unlock Curious Medicine")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 10;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Ability 2)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.eject = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("EJECT - Teleport to a teammate and heal yourself at low health."), Right,
  • 2, Color(White), Color(White), Color(Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked eject")));
  • }
  • }
  • rule("CurMeds // Anti-Stun")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.eject == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Closest Player To(Event Player, Team 1));
  • Add Health Pool To Player(Event Player, Armor, 200, True, True);
  • Teleport(Event Player, Append To Array(Closest Player To(Event Player, Team 1), All Living Players(Team 1)));
  • Start Heal Over Time(Event Player, Event Player, 3, 10000);
  • Wait(20, Ignore Condition);
  • Small Message(Event Player, Custom String("EJECT SKILL READY"));
  • }
  • }
  • rule("Level 15 // Choose between Soul Shed / Purity Shield / Soul Grasp / Eject")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 15;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Event Player.choosingSkill = True;
  • Big Message(Event Player, Custom String("NEW SOUL SKILLS AVAILABLE"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String(
  • "[ABILITY 1 + PRIMARY FIRE] SOUL SHED - Reset cooldowns, +15 ult, full ammo, and 2-5 souls on kill."));
  • Small Message(Event Player, Custom String("[ABILITY 1] SOUL SHED - Reset cooldowns, +15 ult, full ammo, and 2-5 souls on kill."));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String(
  • "[ABILITY 2 + PRIMARY FIRE] Purity Shield - +400 Armor, -20% movement speed, immune to knockback"));
  • Small Message(Event Player, Custom String("[ABILITY 2] Purity Shield - +400 Armor, -20% movement speed, immune to knockback"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String("[SECONDARY FIRE + PRIMARY FIRE] Soul Spire - Drain Pure Souls out of enemies nearby"));
  • Small Message(Event Player, Custom String("[SECONDARY FIRE] Soul Spire - Drain Pure Souls out of enemies nearby"));
  • Wait(2.500, Ignore Condition);
  • Small Message(Event Player, Custom String(
  • "[RELOAD + PRIMARY FIRE] Titan's Wrath - Double stats + hitbox, take constant damage and can only heal yourself"));
  • "[RELOAD] Titan's Wrath - Double stats + hitbox, take constant damage and can only heal yourself"));
  • disabled Create HUD Text(Event Player, Custom String("[ABILITY 1 + PRIMARY FIRE] THIRD EYE - Headshots do 0.5x (+50%)"), Null, Null, Top, 3,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String("[ABILITY 2 + PRIMARY FIRE] AIR PRESSURE - Double jump"), Null, Null, Top, 3, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String("[SECONDARY FIRE + PRIMARY FIRE] Settle Down - Hold crouch to heal"), Null, Null, Top,
  • 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • disabled Create HUD Text(Event Player, Custom String(
  • "[RELOAD + PRIMARY FIRE] LETHAL INJECTION - Take more damage but poison enemies on hit"), Null, Null, Top, 3, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Level 10 // Ab 2 + M1 to unlock Soul Shed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 15;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.soulShed = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("SOUL SHED - Reset cooldowns, +15 ult, full ammo, and 2-5 souls on kill."),
  • Right, 2, Color(White), Color(White), Color(Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked soul shed")));
  • }
  • }
  • rule("Level 10 // Ab 2 + M1 to unlock Soul Shed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 15;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Ability 2)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.pureShield = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("Purity Shield - -30% Speed, +400 Armor, Immune to knockback"), Right, 2,
  • Color(White), Color(White), Color(Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked purity shield")));
  • }
  • }
  • rule("Level 10 // Ab 2 + M1 to unlock Soul Shed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 15;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.soulSpire = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String("SOUL SPIRE - Drain pure souls from nearby enemies"), Right, 2, Color(
  • White), Color(White), Color(Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked soul shed")));
  • }
  • }
  • rule("Level 10 // Ab 2 + M1 to unlock Soul Shed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.level == 15;
  • Event Player.choosingSkill == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • disabled Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Wait(1, Abort When False);
  • Event Player.titansWrath = True;
  • Wait(0.200, Ignore Condition);
  • Create HUD Text(Event Player, Null, Null, Custom String(
  • "TITAN'S WRATH - -85% healing, constant damage, but all starts are doubled"), Right, 2, Color(White), Color(White), Color(Red),
  • Visible To and String, Default Visibility);
  • "TITAN'S WRATH - Take no healing, constant damage, but all starts are doubled"), Right, 2, Color(White), Color(White), Color(
  • Red), Visible To and String, Default Visibility);
  • Event Player.choosingSkill = False;
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("unlocked titan's wrath")));
  • }
  • }
  • rule("Rule 157")
  • {
  • event
  • {
  • Player Earned Elimination;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.soulShed == True;
  • }
  • actions
  • {
  • Event Player.pureSoul = Random Integer(2, 5);
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 0);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Set Ammo(Event Player, 0, Max Ammo(Event Player, 0));
  • }
  • }
  • rule("Rule 158")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.pureShield == True;
  • }
  • actions
  • {
  • Add Health Pool To Player(Event Player, Armor, 400, True, True);
  • Set Move Speed(Event Player, 80);
  • Set Knockback Received(Event Player, 0);
  • }
  • }
  • rule("Rule 159")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.soulSpire == True;
  • Players Within Radius(Event Player, 18, Team 2, Surfaces) == True;
  • }
  • actions
  • {
  • Play Effect(Players Within Radius(Event Player, 18, Team 2, Off), Bad Explosion, Color(Aqua), Event Player, 1);
  • Event Player.pureSoul = Event Player.pureSoul + 1;
  • Wait(1, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Rule 160")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.titansWrath == True;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Set Damage Dealt(Event Player, 340);
  • Set Healing Received(Event Player, 0);
  • Set Move Speed(Event Player, 260);
  • Set Max Health(Event Player, 312);
  • Start Scaling Player(Event Player, 1.600, True);
  • Start Scaling Barriers(Event Player, 1.600, True);
  • Start Modifying Hero Voice Lines(Event Player, -3, True);
  • Start Damage Over Time(Event Player, Null, 9999, 10);
  • }
  • }
  • rule("Slot 1 // Choose new hero if standing in new hero")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 1;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(159.048, 12.515, -61.681), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Wait(4, Abort When False);
  • Set Player Allowed Heroes(Event Player, Remove From Array(All Heroes, Hero Of(Event Player)));
  • Wait(0.250, Ignore Condition);
  • Reset Player Hero Availability(Event Player);
  • }
  • }
  • rule("Slot 1 // Choose new hero if standing in new hero")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 2;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(159.048, 12.515, -61.681), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Wait(4, Abort When False);
  • Set Player Allowed Heroes(Event Player, Remove From Array(All Heroes, Hero Of(Event Player)));
  • Wait(0.250, Ignore Condition);
  • Reset Player Hero Availability(Event Player);
  • }
  • }
  • rule("Slot 1 // Choose new hero if standing in new hero")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 3;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(159.048, 12.515, -61.681), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Wait(4, Abort When False);
  • Set Player Allowed Heroes(Event Player, Remove From Array(All Heroes, Hero Of(Event Player)));
  • Wait(0.250, Ignore Condition);
  • Reset Player Hero Availability(Event Player);
  • }
  • }
  • rule("Rule 163")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Ana;
  • }
  • actions
  • {
  • Set Knockback Received(Event Player, 0);
  • }
  • }
  • rule("If you jump while in the air and double jump is allowed (B), double jump and consume a charge (A)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.newB == True;
  • Is Button Held(Event Player, Button(Jump)) == True;
  • Event Player.airPressure == True;
  • Hero Of(Event Player) == Hero(Genji);
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Abort If(Hero Of(Event Player) == Hero(Genji));
  • Apply Impulse(Event Player, Up, 17.500, To World, Cancel Contrary Motion);
  • Event Player.newA -= 1;
  • }
  • }
  • rule("If you jump while in the air and double jump is allowed (B), double jump and consume a charge (A)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.newB == True;
  • Is Button Held(Event Player, Button(Jump)) == True;
  • Event Player.airPressure == True;
  • Hero Of(Event Player) == Hero(Hanzo);
  • Global.allowSS == True;
  • }
  • actions
  • {
  • Abort If(Hero Of(Event Player) == Hero(Hanzo));
  • Apply Impulse(Event Player, Up, 17.500, To World, Cancel Contrary Motion);
  • Event Player.newA -= 1;
  • }
  • }
  • rule("Rule 166")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.deathTimer >= 40;
  • }
  • actions
  • {
  • Abort If(Victim.CurMeds == True);
  • Set Status(Victim, Null, Rooted, 3);
  • }
  • }
  • rule("Rule 166")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.deathTimer >= 40;
  • }
  • actions
  • {
  • Abort If(Victim.CurMeds == False);
  • Set Status(Victim, Null, Rooted, 1.750);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level1 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(0, Team 2), 2, Visible To Position and Radius);
  • Global.level2 = True;
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level2 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(Players In Slot(1, Team 2), 200);
  • disabled Set Move Speed(Players In Slot(1, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(1, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(Players In Slot(1, Team 2), 130);
  • Global.level3 = True;
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level3 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(Players In Slot(2, Team 2), 200);
  • disabled Set Move Speed(Players In Slot(2, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(2, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(Players In Slot(2, Team 2), 130);
  • Global.level4 = True;
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level4 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(Players In Slot(3, Team 2), 200);
  • disabled Set Move Speed(Players In Slot(3, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(3, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(Players In Slot(3, Team 2), 130);
  • Global.level4 = True;
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level4 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(Players In Slot(4, Team 2), 200);
  • disabled Set Move Speed(Players In Slot(4, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(4, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(Players In Slot(4, Team 2), 130);
  • Global.level5 = True;
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level5 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(Players In Slot(5, Team 2), 200);
  • disabled Set Move Speed(Players In Slot(5, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(5, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(Players In Slot(5, Team 2), 130);
  • Global.level6 = True;
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level6 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(Players In Slot(6, Team 2), 200);
  • disabled Set Move Speed(Players In Slot(6, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(6, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(Players In Slot(6, Team 2), 130);
  • Global.level6 = True;
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level6 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(Players In Slot(7, Team 2), 200);
  • disabled Set Move Speed(Players In Slot(7, Team 2), 130);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Red), Players In Slot(7, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(Players In Slot(7, Team 2), 130);
  • Global.level7 = True;
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level7 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(All Players(Team 2), 150);
  • disabled Set Move Speed(All Players(Team 2), 125);
  • Create Effect(All Players(All Teams), Sparkles, Color(Red), Players In Slot(7, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(All Players(Team 2), 125);
  • Global.level8 = True;
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("Slot 0 // Become boss at 10 souls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.level8 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Wait(30, Ignore Condition);
  • disabled Set Max Health(All Players(Team 2), 150);
  • disabled Set Move Speed(All Players(Team 2), 125);
  • Create Effect(All Players(All Teams), Sparkles, Color(Red), Players In Slot(7, Team 2), 2, Visible To Position and Radius);
  • disabled Set Damage Dealt(All Players(Team 2), 125);
  • Set Damage Dealt(Players In Slot(0, Team 2), 165);
  • Set Max Health(Players In Slot(0, Team 2), 250);
  • Set Move Speed(Players In Slot(0, Team 2), 150);
  • }
  • }
  • rule("=====CHALLENGE MODE=====")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.enableChallenge = False;
  • Global.plagueBringer = False;
  • Global.teratoma = False;
  • Global.cryoSentience = False;
  • disabled Global.plagueBringer = False;
  • }
  • }
  • rule("Create Menu 4 Challenge Mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Sphere, Color(Red), Vector(196.660, 11.622, -36.278), 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("[CHALLENGE] INSANE MODE"), Vector(196.660, 11.622, -36.278), 1,
  • Clip Against Surfaces, Visible To Position and String, Color(Red), Default Visibility);
  • }
  • }
  • rule("Menu // If in menu radius, display text")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(196.660, 11.622, -36.278), 5, All Teams, Off) == True;
  • }
  • actions
  • {
  • "HAVANA ESCAPE || Text that activates upon enabling Insane Mode"
  • Small Message(Event Player, Custom String("I made this for a special bunch... To hurt them... To test them... To break them."));
  • Wait(0.100, Ignore Condition);
  • Small Message(Event Player, Custom String("Punch me to start Expert Mode. BUT BEWARE!"));
  • }
  • }
  • rule("Menu // Enable challenge mode if standing in it and press punch")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(196.660, 11.622, -36.278), 5, All Teams, Off) == True;
  • Is Button Held(Event Player, Button(Melee)) == True;
  • }
  • actions
  • {
  • Global.enableChallenge = True;
  • Big Message(Event Player, Custom String("insane mode activated."));
  • }
  • }
  • rule("Challenge Mode // If in challenge mode enemies explode on death")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Orange), Event Player, 4.500);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Event Player, 7);
  • Damage(Players Within Radius(Event Player, 7, All Teams, Off), Null, Random Integer(100, 150));
  • }
  • }
  • rule("Challenge Mode // Miniboss 1 = plagueBringer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.level2 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Resurrect(Players In Slot(1, Team 2));
  • Wait(0.250, Ignore Condition);
  • Big Message(Event Player, Custom String("a foul smell kisses the empty sky..."));
  • Global.plagueBringer = True;
  • }
  • }
  • rule("plagueBringer // Toxic Radius")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.plagueBringer == True;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Cloud, Color(Lime Green), Players In Slot(0, Team 2), 12, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Ring, Color(Green), Players In Slot(0, Team 2), 12.350, Visible To Position and Radius);
  • }
  • }
  • rule("Rule 183")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.mainLobbu == True;
  • }
  • actions
  • {
  • Global.level1 = False;
  • Set Status(All Players(Team 2), Null, Frozen, 9999);
  • disabled Set Ultimate Ability Enabled(Event Player, False);
  • }
  • }
  • rule("Rule 183")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.mainLobbu == False;
  • }
  • actions
  • {
  • Global.level1 = True;
  • disabled Clear Status(Event Player, Frozen);
  • Kill(All Players(Team 2), Null);
  • Wait(0.250, Ignore Condition);
  • Resurrect(All Players(Team 2));
  • }
  • }
  • rule("plagueBringer // Heal teammates when reloading")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.plagueBringer == True;
  • Is Reloading(Players In Slot(0, Team 2)) == True;
  • }
  • actions
  • {
  • disabled Play Effect(All Players(Team 2), Bad Explosion, Color(Lime Green), All Players(Team 2), 6);
  • Start Heal Over Time(All Players(Team 2), Players In Slot(0, Team 2), 1000000, 50);
  • }
  • }
  • rule("plagueBringer // Toxic Radius")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • Slot 0;
  • }
  • conditions
  • {
  • Global.plagueBringer == True;
  • Players Within Radius(Event Player, 12, All Teams, Off) == True;
  • disabled Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Damage(Players Within Radius(Event Player, 12, Team 1, Surfaces And Enemy Barriers), Event Player, 75);
  • Wait(1, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Challenge Mode // Miniboss 2 = Teratoma")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.level3 == True;
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Resurrect(Players In Slot(1, Team 2));
  • Wait(0.250, Ignore Condition);
  • Big Message(Event Player, Custom String("ominous footsteps echo around you..."));
  • Global.teratoma = True;
  • }
  • }
  • rule("Rule 188")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.teratoma == True;
  • }
  • actions
  • {
  • Start Modifying Hero Voice Lines(Players In Slot(1, Team 2), -5, True);
  • Start Scaling Player(Players In Slot(1, Team 2), 4, True);
  • Start Scaling Barriers(Players In Slot(1, Team 2), 4, True);
  • Add Health Pool To Player(Players In Slot(1, Team 2), Armor, 600, True, True);
  • Disable Movement Collision With Environment(Players In Slot(1, Team 2), False);
  • Wait(5, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Rule 189")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • Slot 0;
  • }
  • conditions
  • {
  • disabled Players In Slot(0, Team 1) == True;
  • }
  • actions
  • {
  • Big Message(All Players(Team 1), String("{0} {1}", Players In Slot(0, Team 1), Custom String(
  • "died and dropped the soul container!")));
  • }
  • }
  • rule("Rule 189")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • Slot 1;
  • }
  • conditions
  • {
  • disabled Players In Slot(0, Team 1) == True;
  • }
  • actions
  • {
  • Big Message(All Players(Team 1), String("{0} {1}", Players In Slot(1, Team 1), Custom String("died!")));
  • }
  • }
  • rule("Rule 189")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • Slot 2;
  • }
  • conditions
  • {
  • disabled Players In Slot(0, Team 1) == True;
  • }
  • actions
  • {
  • Big Message(All Players(Team 1), String("{0} {1}", Players In Slot(2, Team 1), Custom String("died!")));
  • }
  • }
  • rule("Rule 189")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • Slot 3;
  • }
  • conditions
  • {
  • disabled Players In Slot(0, Team 1) == True;
  • }
  • actions
  • {
  • Big Message(All Players(Team 1), String("{0} {1}", Players In Slot(3, Team 1), Custom String("died!")));
  • }
  • }
  • rule("Rule 193")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.enableChallenge == True;
  • }
  • actions
  • {
  • Abort If(Global.TotalSoulsCollected == 0);
  • Abort If(Global.TotalSoulsCollected == 200);
  • Global.TotalSoulsCollected = Global.TotalSoulsCollected - 5;
  • Wait(60, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Shrine of Decay // Stand + F to res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.altar2, 5, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Event Player.pureSoul < 3);
  • Wait(1, Abort When False);
  • Start Heal Over Time(All Players(Team 1), Event Player, 8, 35);
  • disabled Resurrect(All Players(Team 1));
  • }
  • }
  • rule("Shrine of Decay // Stand + F to res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.altar3, 5, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Event Player.pureSoul < 3);
  • Wait(1, Abort When False);
  • Start Heal Over Time(All Players(Team 1), Event Player, 8, 35);
  • disabled Resurrect(All Players(Team 1));
  • }
  • }
  • rule("Shrine of Decay // Stand + F to res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.altar4, 5, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Event Player.pureSoul < 3);
  • Wait(1, Abort When False);
  • Start Heal Over Time(All Players(Team 1), Event Player, 8, 35);
  • disabled Resurrect(All Players(Team 1));
  • }
  • }
  • rule("Shrine of Decay // Stand + F to res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.altarres, 5, Team 1, Off) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Event Player.pureSoul < 3);
  • Wait(1, Abort When False);
  • Start Heal Over Time(All Players(Team 1), Event Player, 8, 35);
  • disabled Resurrect(All Players(Team 1));
  • }
  • }
  • rule("WORKSHOP SETTINGS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.allowSS = Workshop Setting Toggle(Custom String("CONFIGURATION"), Custom String("soul skills"), True, 1);
  • Global.allowSS = Workshop Setting Toggle(Custom String("CONFIGURATION"), Custom String("show server load"), False, 2);
  • "------------------------------------------------------------------------------"
  • Global.flawless = Workshop Setting Toggle(Custom String("CHALLENGE LIST"), Custom String(
  • "FLAWLESS - The ultimate teamwork test. One death and it's game over."), False, 1);
  • Global.lottaClip = Workshop Setting Toggle(Custom String("CHALLENGE LIST"), Custom String(
  • "ULT. LINK - HP is based on Ult Charge. 0 Ult = dead (using ults put ult charge to 50%)"), False, 3);
  • Global.moon = Workshop Setting Toggle(Custom String("CHALLENGE LIST"), Custom String(
  • "OTHERWORDLY - Gravity is reduced. Enemies jump periodically"), False, 4);
  • Global.actFast = Workshop Setting Toggle(Custom String("CHALLENGE LIST"), Custom String(
  • "ACT FAST - Match time is set to 5 minutes. Kill = +25 seconds"), False, 5);
  • Global.asOne = Workshop Setting Toggle(Custom String("CHALLENGE LIST"), Custom String(
  • "AS ONE - Players 2, 3, and 4 are merged into Player 1"), False, 6);
  • Global.extraFlawless = Workshop Setting Toggle(Custom String("CHALLENGE LIST"), Custom String(
  • "FLAWLESS+ - The U L T I M A T E teamwork test... One tick of damage is all it takes..."), False, 2);
  • }
  • }
  • rule("Display server performance characteristics")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.sevLoad == True;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load"), String("{0}%", Server Load)), Null, Null, Left,
  • 11, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load Average"), String("{0}%", Server Load Average)),
  • Null, Null, Left, 12, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), String("{0}: {1}", String("Server Load Peak"), String("{0}%", Server Load Peak)), Null,
  • Null, Left, 13, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("==CHALLENGES==")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("FLAWLESS // 1 death = game over")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Number Of Dead Players(Team 1) == 1;
  • Global.flawless == True;
  • }
  • actions
  • {
  • Declare Team Victory(Team 2);
  • }
  • }
  • rule("BOXING MATCH // Melee = ded")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • disabled Is Meleeing(Event Player) == True;
  • Global.lottaClip == True;
  • }
  • actions
  • {
  • Set Damage Received(Event Player, 0);
  • Set Ultimate Charge(Event Player, 75);
  • Start Heal Over Time(Event Player, Null, 9999, 10000);
  • }
  • }
  • rule("OTHERWORLDY // Grahvuhtee")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.moon == True;
  • }
  • actions
  • {
  • Set Gravity(Event Player, 15);
  • }
  • }
  • rule("Rule 205")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.moon == True;
  • Is On Ground(Event Player) == True;
  • }
  • actions
  • {
  • Wait(Random Real(0.800, 3.630), Ignore Condition);
  • Press Button(Event Player, Button(Jump));
  • Loop;
  • }
  • }
  • rule("ACT FAST // Match time = 5 mins")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.actFast == True;
  • Global.Menu == False;
  • }
  • actions
  • {
  • Unpause Match Time;
  • Set Match Time(300);
  • }
  • }
  • rule("Rule 207")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.actFast == True;
  • }
  • actions
  • {
  • Set Match Time(Match Time + 25);
  • }
  • }
  • rule("Rule 208")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Match Time == 0.100;
  • }
  • actions
  • {
  • Declare Team Victory(Team 2);
  • }
  • }
  • rule("AS ONE // If not slot 1, combine")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.asOne == True;
  • Has Spawned(Event Player) == True;
  • Slot Of(Event Player) != 0;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Set Invisible(Event Player, All);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Attach Players(Event Player, Players In Slot(0, Team 1), Null);
  • }
  • }
  • rule("Rule 210")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.asOne == True;
  • }
  • actions
  • {
  • Global.infinitedeath = True;
  • }
  • }
  • rule("FLAWLESS+ // ...")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.extraFlawless == True;
  • }
  • actions
  • {
  • Declare Team Victory(Team 2);
  • }
  • }
  • rule("Rule 211")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.lottaClip == True;
  • }
  • actions
  • {
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) - Random Integer(1, 8));
  • }
  • }
  • rule("Rule 212")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.lottaClip == True;
  • Ultimate Charge Percent(Event Player) == 0;
  • }
  • actions
  • {
  • Damage(Event Player, Null, 100000);
  • Wait(0.016, Abort When False);
  • Loop;
  • }
  • }
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